Is there some way to export a Steema Chart with custom drawings without passing a "screen draw"?
I'm trying to export a Steema TChart that hasn't been drawn on screen with some custom drawings on it. I found the Graphics3D object, but when I try to use it it throws a NullReferenceException :
at Steema.TeeChart.WPF.Drawing.Graphics3DWPF.Draw(Rect destRect, Rect srcRect, BitmapSource image, Boolean transparent)
at Steema.TeeChart.WPF.Drawing.Graphics3D.Draw(Rect r, BitmapSource image, Boolean transparent)
at WpfSteemaApplication.MainWindowViewModel.SaveImage() ...
The only other information regarding custom drawing I have found is in the events BeginDraw and AfterDraw, which doesn't seem to be called before I export my image.
However, everything else seems to render just fine, it's just my custom image that I need as well.
private void SaveImage()
{
BitmapSource bitmap = new BitmapImage(new Uri("pack://application:,,,/button.png"));
TChart chart = new TChart();
JPEGFormat jpegFormat = chart.Export.Image.JPEG;
// This throws an exception when uncommented.
//chart.Graphics3D.Draw(new Rect(0, 0, 100, 100), bitmap, true);
Line line = new Line();
line.FillSampleValues();
chart.Series.Add(line);
jpegFormat.Width = 1024;
jpegFormat.Height = 340;
jpegFormat.Quality = 100;
jpegFormat.Save("C:\\Temp\\steemachart.jpg");
}
I found the DoInvalidate() method on the chart which in turn calls AfterDraw. When exporting the image after that both the image and the chart is rendered in the image
private void SaveImage()
{
TChart chart = new TChart();
JPEGFormat jpegFormat = chart.Export.Image.JPEG;
Line line = new Line();
line.FillSampleValues();
chart.Series.Add(line);
jpegFormat.Width = 1024;
jpegFormat.Height = 340;
jpegFormat.Quality = 100;
chart.AfterDraw += OnAfterDraw;
chart.DoInvalidate();
jpegFormat.Save("C:\\Temp\\steemachart.jpg");
}
private void OnAfterDraw(object sender, Graphics3D g)
{
BitmapSource bitmap = new BitmapImage(new Uri("pack://application:,,,/button.png"));
g.Draw(new Rect(0, 0, bitmap.Width, bitmap.Height), bitmap, true);
}
Related
Trying to add a watermark image to a png image, i´ve been able to do it, but i want to take out the hardCoded size regulation for the rectangle of the waterMark, and make it always stay in the center of the image. How can i achieve this.
public Form1()
{
InitializeComponent();
picBox.Parent = this;
picBox.Dock = DockStyle.Fill;
picBox.SizeMode = PictureBoxSizeMode.Zoom;
Bitmap Jpg = new Bitmap(#"C:\Users\tferreira\Desktop\213123.PNG");
using (Bitmap Bmp = new Bitmap(#"C:\Users\tferreira\Desktop\logo.png"))
{
using (Bitmap WatermarkBmp = new Bitmap(Bmp, Bmp.Width / 1, Bmp.Height / 1))
{
picBox.Image = WatermarkImage(Jpg, WatermarkBmp, new Point(400, 100), 0.40F);
}
}
}
public Bitmap WatermarkImage(Bitmap ImageToWatermark, Bitmap Watermark, Point WatermarkPosition, float Opacity)
{
using (Graphics G = Graphics.FromImage(ImageToWatermark))
{
using (ImageAttributes IA = new ImageAttributes())
{
ColorMatrix CM = new ColorMatrix();
CM.Matrix33 = Opacity;
IA.SetColorMatrix(CM);
G.DrawImage(Watermark, new Rectangle(WatermarkPosition, Watermark.Size), 0, 0, Watermark.Width, Watermark.Height, GraphicsUnit.Pixel, IA);
}
}
return ImageToWatermark;
}
Right now the images are hardCoded but that will be taken out. If anyone can help me make this watermark allways stay centered i thank you.
I fixed this problem with this nice peace of code.
System.Drawing.Image img = System.Drawing.Image.FromFile(JpgFilePath);
Bitmap jpg = new Bitmap(img);
filePath = JpgFilePath;
int Width = jpg.Width;
int Height = jpg.Height;
jpg.SetResolution(300, 300);
WaterMarked = WatermarkImage(jpg, WaterMarkBit, new Point((Width - WaterMarkBit.Width) / 2, (Height - WaterMarkBit.Height) / 2), 0.4F);
WaterMarked.Save(filePath.Replace(".jpg", "") + ".tif", ImageFormat.Tiff);
filesJpgForTif.Add(JpgFilePath.Replace("jpg", "tif"));
Using the the sizes of the image and sizes of the watermark and divide it by 2 it makes the image always stay centered.
I want to Video File thumbnail. Get Video path and convert to Image. Then convert to bmp, and save the bmp as an image file. If this is possible, please show me a way.
private void add_Video_Image(string sFullname_Path_of_Video)
{
//*create mediaplayer in memory and jump to position
MediaPlayer mediaPlayer = new MediaPlayer();
mediaPlayer.MediaOpened += new EventHandler(mediaplayer_OpenMedia);
mediaPlayer.ScrubbingEnabled = true;
mediaPlayer.Open(new Uri(sFullname_Path_of_Video));
mediaPlayer.Position = TimeSpan.FromSeconds(0);
}
private void mediaplayer_OpenMedia(object sender, EventArgs e)
{
MediaPlayer mediaPlayer = sender as MediaPlayer;
DrawingVisual drawingVisual = new DrawingVisual();
DrawingContext drawingContext = drawingVisual.RenderOpen();
drawingContext.DrawVideo(mediaPlayer, new Rect(0, 0, 160, 100));
drawingContext.Close();
double dpiX = 1 / 200;
double dpiY = 1 / 200;
RenderTargetBitmap bmp = new RenderTargetBitmap(160, 100, dpiX, dpiY, PixelFormats.Pbgra32);
bmp.Render(drawingVisual);
Image newImage = new Image();
newImage.Source = bmp;
newImage.Stretch = Stretch.Uniform;
newImage.Height = 100;
//save bmp to image
}
Please check this link. It holds the answer to your question: Easiest way of saving wpf Image control to a file
You can do the save prior to setting the 'RenderTargetBitmap' to the 'Image Control'.
I have a picture I want to print, but it's too big for one page
so i have decided to split it into multiple images
i have tried a method, but now im using this (Talha Irfan answer)
i also tried the other solutions there but those didnt worked as well
(ex. bm.Clone(rec, bm.PixelFormat);)
and here's my code(this is on non-form class)
Bitmap bm = new Bitmap(frmPrint.Width, frmPrint.Height);
Rectangle rec = new Rectangle(0, 200, 576, 300);
Bitmap bitmap = cropImg(bm, rec);
frmPrint.DrawToBitmap(bitmap, rec);
frmPrint._img = bitmap;
frmPrint.setImage();
and setImage function(on some form)
public void setImage()
{
pictureBox3.BackgroundImage = _img;
this.ShowDialog();
}
and cropImg is the same as cropAtRect
the below shows the original image (on the left)
the wanted result in the blue rectangle
and the actual result on the right
PS
my actual image size is (height = 698, wifht = 576)
Edit - as suggested below
on non-form class
Rectangle cropRect = new Rectangle(0, 0, 576, 698);
Bitmap target = new Bitmap(cropRect.Width, cropRect.Height, bm.PixelFormat);
frmPrint.setImage(bm, target, cropRect);
target.Dispose();
at form class
public void setImage(Bitmap src, Bitmap target, Rectangle cropRect)
{
pictureBox3.Visible = false;
using (Graphics g = Graphics.FromImage(target))
{
g.DrawImage(src, new Rectangle(pictureBox3.Location.X, pictureBox3.Location.Y, target.Width, target.Height),
cropRect,
GraphicsUnit.Pixel);
}
this.ShowDialog();
}
Control.DrawToBitmap will always try to draw the whole control or form and will always start at the top. The parameter:
targetBounds
Type: System.Drawing.Rectangle
The bounds within which the control is rendered.
as the name implies, sets the target, not the source rectangle. Hence the white space above your result.
Move the line before cropping with a rectangle that holds the full area, maybe like this:
DrawToBitmap(bm, ClientRectangle);
and then crop the lower part as before..
Note that the cropping trick from your link will not work for DrawToBitmap; using a rectangle with a negative offset will cause a parameter exception.
Btw: to safely dispose of a Bitmap in a PictureBox use this:
Bitmap dummy = (Bitmap )somePictureBox.Image;
somePictureBox.Image = null;
if (dummy != null) dummy.Dispose;
And, indeed, the answer by ChrisJJ in the link leaks the Graphics object.
Update:
Since you seem to have lost control over the various changes and suggestions, here is the minimal code change from the original post:
Bitmap bm = new Bitmap(frmPrint.ClientWidth, frmPrint.ClientHeight);
DrawToBitmap(bm, frmPrint.ClientRectangle);
Rectangle rec = new Rectangle(0, 200, 576, 300);
Bitmap bitmap = cropImg(bm, rec);
frmPrint._img = bitmap;
frmPrint.setImage();
With:
public void setImage()
{
Bitmap dummy = pictureBox3.BackgroundImage;
pictureBox3.BackgroundImage = null;
if (dummy != bnull) dummy.Dispose();
pictureBox3.BackgroundImage = _img;
this.ShowDialog();
}
In the cropImg function add a g.Dispose before returning.
I am using GetUserMedia API to capture image and draw it to canvas. Using toDataURL() of canvas I get the "ImageUrl". The url is saved as png image to local file. What I am looking is that before saving the image add some comment about image at bottom of image(not over the image) like a footer. I have the below code. Can any one suggest me how to do this in c#.
imageByte= Convert.FromBase64String(ImageUrl);
using (var streamBitmap = new MemoryStream(imageByte))
{
using (var img = Image.FromStream(streamBitmap))
{
img.Save(localPath);
}
}
You can create new Bitmap which will be higher from the original image to fit also the footer below. Next copy the original image and footer to that bitmap and save the new bitmap.
The method to do would like this (assuming the footer width <= image width):
public Bitmap AppendImageFooter(System.Drawing.Image bmp, System.Drawing.Image footer)
{
//Create new image that will be bigger then original image to make place for footer
Bitmap newImage = new Bitmap(bmp.Height+footer.Height,bmp.Width);
//Get graphics from new Image and copy original image and next footer below
Graphics g = Graphics.FromImage(newImage);
g.DrawImage(bmp, new Point(0, 0));
g.DrawImage(footer, new Point(0, bmp.Height));
g.Dispose();
return newImage;
}
And you can fit it in your code at this place:
var footer = Image.FromFile("path_to_your_footer.png");
imageByte= Convert.FromBase64String(ImageUrl);
using (var streamBitmap = new MemoryStream(imageByte))
{
using (var img = Image.FromStream(streamBitmap))
{
var imageWithFooter = AppendImageFooter(img, footer);
imageWithFooter.Save(localPath);
}
}
Edited in reply to additional question from comments:
You can build the footer in runtime. Sample code below, of course you can draw whatever you like in whatever style you like:
public Bitmap AppendImageFooter(System.Drawing.Image bmp, string text)
{
//Create new image that will be bigger then original image to make place for footer
Bitmap newImage = new Bitmap(bmp.Height+200,bmp.Width);
//Get graphics and copy image and below the footer
Graphics g = Graphics.FromImage(bmp);
g.DrawImage(bmp, new Point(0, 0));
g.FillRectangle(new SolidBrush(Color.Black), 0, bmp.Height, bmp.Width, 200);
g.DrawString(text, new Font("Arial", 14), new SolidBrush(Color.White), 20, bmp.Height + 20);
//Anything else you like, circles, rectangles, texts etc..
g.Dispose();
return newImage;
}
Here is the simplest way: I just created new image(footer), a new Image on which old image + footer image is drawn.
int footerHeight = 30;
Bitmap bitmapImg = new Bitmap(img);// Original Image
Bitmap bitmapComment = new Bitmap(img.Width, footerHeight);// Footer
Bitmap bitmapNewImage = new Bitmap(img.Width, img.Height + footerHeight);//New Image
Graphics graphicImage = Graphics.FromImage(bitmapNewImage);
graphicImage.Clear(Color.White);
graphicImage.DrawImage(bitmapImg, new Point(0, 0));
graphicImage.DrawImage(bitmapComment, new Point(bitmapComment.Width, 0));
graphicImage.DrawString("Hi, This is Vivek !", new Font("Arial", 15), new SolidBrush(Color.Black), 0, bitmapImg.Height + footerHeight / 6);
bitmapNewImage.Save(yourImagePath);
bitmapImg.Dispose();
bitmapComment.Dispose();
bitmapNewImage.Dispose();
'img' is the original Image.
I have some code that adds text to a bitmap. This works well unless the text is wider than the original image.
How do I go about making the image wide enough for my text to display correctly?
Here is my code:
private BitmapDescriptor GetCustomBitmapDescriptor(string text)
{
Bitmap baseBitmap = BitmapFactory.DecodeResource(Resources, Resource.Drawable.Icon);
Bitmap bitmap = baseBitmap.Copy(Bitmap.Config.Argb8888, true);
Paint paint = new Paint(PaintFlags.AntiAlias);
Rect bounds = new Rect();
paint.GetTextBounds(text, 0, text.Length, bounds);
float bitmapMiddle = bitmap.Width / 2.0f;
Canvas canvas = new Canvas(bitmap);
canvas.DrawText(text, bitmapMiddle - (bounds.Right / 2.0f), bitmap.Height, paint);
BitmapDescriptor icon = BitmapDescriptorFactory.FromBitmap(bitmap);
return (icon);
}
Thanks in advance.
Just color code and it is working
private Bitmap GetCustomBitmapDescriptor(String text)
{
Bitmap baseBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.ic_launche);
Bitmap bitmap = baseBitmap.copy(Bitmap.Config.ARGB_8888, true);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
Rect bounds = new Rect();
paint.getTextBounds(text, 0, text.length(), bounds);
float bitmapMiddle = bitmap.getWidth() / 2.0f;
Canvas canvas = new Canvas(bitmap);
paint.setColor(Color.RED);
canvas.drawText(text, bitmapMiddle - (bounds.right / 2.0f), bitmap.getHeight(), paint);
return bitmap;
}